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155 lines
4.5 KiB
C++
155 lines
4.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/texture_emboss.h"
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namespace NL3D {
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// ***********************************************************************************************************
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CTextureEmboss::CTextureEmboss() : _Ambient(CRGBA::Black),
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_Diffuse(CRGBA::White),
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_DisableSharing(false),
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_SlopeFactor(1.f)
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{
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_LightDir.set(1.f, 1.f, 1.f);
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_LightDir.normalize();
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}
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// ***********************************************************************************************************
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void CTextureEmboss::setHeightMap(ITexture *heightMap)
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{
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if (heightMap != _HeightMap)
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{
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_HeightMap = heightMap;
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touch();
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}
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}
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// ***********************************************************************************************************
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void CTextureEmboss::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialVersion(0);
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ITexture::serial(f);
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ITexture *tex = NULL;
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if (f.isReading())
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{
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f.serialPolyPtr(tex);
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_HeightMap = tex;
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touch();
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}
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else
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{
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tex = _HeightMap;
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f.serialPolyPtr(tex);
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}
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f.serial(_Ambient);
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f.serial(_Diffuse);
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f.serial(_LightDir);
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f.serial(_DisableSharing);
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}
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// ***********************************************************************************************************
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bool CTextureEmboss::supportSharing() const
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{
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return !_DisableSharing && _HeightMap && _HeightMap->supportSharing();
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}
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// ***********************************************************************************************************
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std::string CTextureEmboss::getShareName() const
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{
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nlassert(supportSharing());
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return "Emboss:" + _HeightMap->getShareName();
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}
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// ***********************************************************************************************************
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void CTextureEmboss::release()
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{
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ITexture::release();
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if (_HeightMap != NULL)
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{
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if (_HeightMap->getReleasable())
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{
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_HeightMap->release();
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}
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}
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}
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// ***********************************************************************************************************
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void CTextureEmboss::doGenerate(bool /* async */)
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{
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if (!_HeightMap)
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{
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makeDummy();
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return;
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}
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// generate the height map
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_HeightMap->generate();
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if (!_HeightMap->convertToType(CBitmap::RGBA))
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{
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makeDummy();
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return;
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}
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CBitmap::resize(_HeightMap->getWidth(), _HeightMap->getHeight(), CBitmap::RGBA);
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releaseMipMaps();
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uint width = _HeightMap->getWidth();
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uint height = _HeightMap->getHeight();
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const CRGBA *src = (CRGBA *) &(_HeightMap->getPixels(0)[0]);
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CRGBA *dest = (CRGBA *) &(getPixels(0)[0]);
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CVector normal;
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for (uint y = 0; y < height; ++y)
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{
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for (uint x = 0; x < width; ++x)
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{
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// get position of each adajacent pixel (sure, it can be optimized)
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const CRGBA *pixelRight = (x != width - 1) ? (src + 1) : (src + 1 - width );
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const CRGBA *pixelLeft = (x != 0) ? (src - 1) : (src + width - 1);
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const CRGBA *pixelTop = (y != 0) ? (src - width) : (src + width * (height - 1));
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const CRGBA *pixelBottom = (y != (height - 1)) ? (src + width) : (src - width * (height - 1));
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normal.x = ((sint16) pixelRight->R - (sint16) pixelLeft->R) / 256.f;
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normal.y = ((sint16) pixelTop->R - (sint16) pixelBottom->R) / 256.f;
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normal.x *= _SlopeFactor;
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NLMISC::clamp(normal.x, -1.f, 1.f);
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normal.y *= _SlopeFactor;
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NLMISC::clamp(normal.y, -1.f, 1.f);
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normal.z = 1.f;
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normal.normalize();
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float colorValue = _LightDir * normal;
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if (colorValue <= 0.f) colorValue = 0.f;
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CRGBA diffuse;
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*dest = _Ambient;
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diffuse.modulateFromui(_Diffuse, (uint) (255.f * colorValue));
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dest->add(*dest, diffuse);
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dest->A = 255;
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++ src;
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++ dest;
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}
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}
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if (_HeightMap->getReleasable())
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{
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_HeightMap->release();
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}
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}
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}
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